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SUMMARY

HEI$T is a high-stakes game of sabotage and subterfuge. Race your opponents through a secure facility to steal the Jewel and escape without getting caught.

Each thief has a unique ability, plus a set of tools and techniques they'll need to evade security, defend themselves, and disrupt their rivals. You'll need to make plans and form alliances, but be ready at any moment to betray your fellow thieves or improvise when things go awry.

With clean, intuitive rules, a variety of board layouts and a vast array of ability cards, HEI$T is a deeply replayable strategic challenge.

 
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PROCESS

NeedFinding

We would like to address the need to play a board game as a means of socializing. Our users need to feel confident and in control while being exposed to new situations which will start conversations with their friends.

 

INSIGHT

Most of the fun from board games come from the interaction between players. A good board game empowers its players and provides a context for that interaction. Games that are cumbersome with rules or that drive the action without player investment distract from the social experience.

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Product Description

HEI$T is a multiplayer board game where players are master thieves trying to pull off the score of a lifetime. To complete the theft, a player must overcome guards, locks, security systems, and each other.

The game changes every time, with several different layouts to infiltrate and dozens of ability, tool and sabotage cards. Players quickly assemble the board based on a layout, then draw and use their cards to advance through the game and stifle their opponents. The winner must get in, steal the object and get out without getting caught or robbed themselves.

 

Rapid Prototypes

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Digital Iterations

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High resolution designs

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User Testing - Prototype 1

Group Playtest 1

  • Average game time 30 mins, 5 mins to read/understand playing rules
  • Rulebook unclear about objective of the game
  • Often times players were following each other--need incentive to split players up
  • Players liked picking their "avatars" it gave them a unique ability
  • For 5 turns all three players were stuck at the door waiting for the right ability/tool card

Things We Learned

  • We need to encourage alternate routes and discourage standing and discarding
  • We need more ways to handicap the player with the jewel
  • We need more tools and abilities + figure the right balance


Group Playtest 2

  • Average game time 32 mins, 5 mins to read/understand playing rules
  • Had questions about knocking out guards/players, how players get caught
  • Players followed each other
  • "I don't want to throw my cards away, I may need them"
  • Flurry of collaborative efforts once a player was about to win
  • Some initial reluctance to sabotage

Things We Learned

  • We need to visually clarify the different types of walls/doors
  • We need more entrances to encourage board use

 

User Testing - Prototype 2

Group Play Test 3

  • Average game time 30 mins
  • Lots of player-to-player interaction
  • Quiet at first, louder + more active after Jewel was stolen
  • Emotional and intellectual investment- players got upset when someone messed up their plan

 

User Testing -  Prototype 3

Group Playtest 4

  • Game held out well with 6 players, game time 60 mins, 5 mins to read/understand playing rules
  • Players loved sabotaging each other, they started to form alliances and rivalries, occasionally ganging up on a single player who was doing well 

Things We Learned

  • The cards and board were a good context for the group to use their preexisting social dynamics, but also encouraged new and unexpected interactions
  • This playtest was very encouraging. It showed evidence to support our belief that the core gameplay is robust and interesting enough to be attractive to experienced gamers, and the players not only liked the theme and style of the game but they used it to tell little stories during gameplay.
  • Issues that need to be addressed: the specific size of the board, pieces and cards, the total number of card needed and the phrasing and structures of specific rules.